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Technical Discussion » Tiled render issues
- dlee
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Hi. a lot of the times large memory usage with high resolution renders are caused not by framebuffer, but rather finer geometry dicing (with displacements and subdivision). I would suggest tweaking shading quality under the dicing tab.
Technical Discussion » Strange render issue
- dlee
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I would suggest sticking with raytraced shadows for area light sources. Depth map shadows are meant to be used with point light sources (such as spotlights). Are you still seeing errors in your render? Can you try the latest daily build and see if the error persists?
Houdini Indie and Apprentice » White dots in render
- dlee
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Hmmm, looks almost like a bug with number generator (if it's only happening on one specific frame where nothing else is animated) but can't tell for sure from the images.
Can you file a bug ticket with your scene(s) and the HDRI, please?
Can you file a bug ticket with your scene(s) and the HDRI, please?
Technical Discussion » Mantra tile callback scripts and verbosity broken in 16.5 and 16.0 ?
- dlee
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No, it doesn't have to be in any specific directory. Do you get a different error when you use a file? Can you post a .hip file?
Technical Discussion » Mantra tile callback scripts and verbosity broken in 16.5 and 16.0 ?
- dlee
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Are you entering the example code into Tile Callback field? If so, please try saving out your script to a file and enter its path instead.
Technical Discussion » [SOLVED] Can't get GameDev games Baker to render the normal map
- dlee
- 428 posts
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Looks like the high-res normals are facing the wrong direction. You can use reverse SOP to flip them (you may have to remove the existing N attributes first).
Houdini Lounge » does baketexture's border expansion works well?
- dlee
- 428 posts
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Hi. The UDIM post process is applied after the render is done, so you won't see its effect if you're rendering to mplay. Please try rendering to disk instead.
Houdini Indie and Apprentice » RENDERING - MOIRE PATTERN - Texture Atlas problem
- dlee
- 428 posts
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This appears to have been a bug. The upcoming daily build will fix it.
Please be aware that since 16.5.314, the default PNG Premultiplication setting on ROP File Output is “unpremultiplied”. I recommend setting it to default (if you're using PNG) or simply make a new ROP File Output node. Please check the version log for more info.
Please be aware that since 16.5.314, the default PNG Premultiplication setting on ROP File Output is “unpremultiplied”. I recommend setting it to default (if you're using PNG) or simply make a new ROP File Output node. Please check the version log for more info.
Houdini Indie and Apprentice » Glass Shader & Environment Light
- dlee
- 428 posts
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firefly9000
Thank you Dlee for the help.
Wouldn't the matte plane obstruct the Env light?
Would it be possible to do a quick example as I'm not sure how it would all fit together in the method you recommend.
If I put the backplate texture behind for the refraction, how do I keep it from coming through as background and ending up with same result?
(or alternatively point me to a tutorial on such things)
Thanks
Here is an example set up. The idea here is that when you take the render and composite on top of the backplate, then everything lines up (I'm using a simple UV grid texture as backplate image in this example).
If the plane obstructing the environment light is concern, then you could disable shadow visibility of the backplate geometry, or make it only visible in refractions. However, when you do so, you'll double up on refractions (coming from both IBL and the backplate), so you'll need to disable refraction visibility of IBL via “Light Contributions” parameter as described above, and create a matte sphere geometry with IBL texture to catch stray refraction rays that are missing the backplate geometry.
Houdini Indie and Apprentice » Glass Shader & Environment Light
- dlee
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You can add “Light Contributions” in your Environment Light (under Light tab), set “Component” to “refract”, then turn off the checkbox next to it to make it invisible to refractions.
However, you may still run into difficulties in compositing because you won't get useable alpha. If you reduce opacity of glass (as you've done in your example file), it will reduce the contribution of reflections, and also cause camera rays to see backside of the glass and give you incorrect reflections and refractions.
Even if you have proper alpha to composite with, you'll still need to fake refractions in comp (ie distort the backplate using normal pass) to make it look convincing.
My suggestion would be to keep the things the way they were (set refraction/refraction masks back to default, leave opacity of glass at 1), and instead create a matte plane with backplate texture behind the glass object to give it plausible refractions.
However, you may still run into difficulties in compositing because you won't get useable alpha. If you reduce opacity of glass (as you've done in your example file), it will reduce the contribution of reflections, and also cause camera rays to see backside of the glass and give you incorrect reflections and refractions.
Even if you have proper alpha to composite with, you'll still need to fake refractions in comp (ie distort the backplate using normal pass) to make it look convincing.
My suggestion would be to keep the things the way they were (set refraction/refraction masks back to default, leave opacity of glass at 1), and instead create a matte plane with backplate texture behind the glass object to give it plausible refractions.
Houdini Indie and Apprentice » Baking Texture - ROP - Position map
- dlee
- 428 posts
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Hi. In Bake Texture ROP, the “Output Picture” file should be in .rat format. Please refer to http://www.sidefx.com/docs/houdini/nodes/out/baketexture [www.sidefx.com] for more detail.
Edited by dlee - Oct. 2, 2017 17:10:29
Technical Discussion » High-Low Normal Baking Doesn't Look RIght
- dlee
- 428 posts
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You mean Bake Texture ROP? If I had to guess, your high-res mesh is intersecting/poking out of the low-res mesh and bake ray bias isn't high enough to cover the amount of protrusion. Please try increasing the “Ray Bias” value under “Unwrapping” tab (in the baketexture rop), or try “trace closest surface” unwrap method.
Technical Discussion » Houdini tiled rendering problems with Image Planes
- dlee
- 428 posts
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So Afanasy is copying the output file into one with tile suffix, but only copying the beauty plane? I'm not sure why it's doing that, but sounds like a bug with Afanasy…
Technical Discussion » Houdini tiled rendering problems with Image Planes
- dlee
- 428 posts
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I'm not familiar with Afansy… but by “Image Plane” I assume you're referring to image planes that are written to different files? (i.e. the tiled rendering works for the extra planes that are written to same file as the beauty plane?) That sounds like a bug - can you file a ticket for it please?
Technical Discussion » Indirect reflect noise test
- dlee
- 428 posts
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We don't want to introduce look changes for productions that are using 16.0, so it will have to be the next version.
Technical Discussion » Indirect reflect noise test
- dlee
- 428 posts
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This seems to be RNG issue - it seems to be generating correlated numbers and causing bias and increased noise (particularly when reflection quality setting is set high). This will be addressed in the next major release.
Technical Discussion » Mantra render trouble
- dlee
- 428 posts
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Technical Discussion » Mantra render trouble
- dlee
- 428 posts
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Do the artifacts show up if you're not using IPR? Also, which version are you using (if older than 16.0.703, can you try the latest daily build and see if the artifacts are still there?)
Technical Discussion » principled shader 'sss direct'
- dlee
- 428 posts
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This limitation is addressed in the next major release of Houdini, but yes, in 16.0, SSS is evaluated as part of indirect bounce.
Technical Discussion » Per Light export issue from custom illuminance loop
- dlee
- 428 posts
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In your “inline1” VOP inside the the custom illuminance, you can call getlightname() function without any argument - as long as it's inside the illuminance loop, it will give you the name of the current light name.
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